﻿<?xml version="1.0"?>
<doc>
	<assembly>
		<name>UnityEditor</name>
	</assembly>
	<members>
		<member name="T:UnityEditor.AssetDatabase">
			<summary>An Interface for accessing assets and performing operations on assets.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMaterialName">
			<summary>Material naming options for ModelImporter.</summary>
		</member>
		<member name="T:UnityEditor.GameViewSizeGroupType">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMaterialSearch">
			<summary>Material search options for ModelImporter.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterTangentSpaceMode">
			<summary>Animation generation options for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String)">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String,System.String[])">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(UnityEditor.SearchFilter)">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Contains(UnityEngine.Object)">
			<summary>Is object an asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Contains(System.Int32)">
			<summary>Is object an asset?</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMeshCompression">
			<summary>Mesh compression options for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CreateFolder(System.String,System.String)">
			<summary>Create a new folder.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsMainAsset(UnityEngine.Object)">
			<summary>Is asset a main asset in the project window?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsMainAsset(System.Int32)">
			<summary>Is asset a main asset in the project window?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsSubAsset(UnityEngine.Object)">
			<summary>Does the asset form part of another asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsSubAsset(System.Int32)">
			<summary>Does the asset form part of another asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GenerateUniqueAssetPath(System.String)">
			<summary>Creates a new unique path for an asset.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.StartAssetEditing()">
			<summary>Begin Asset importing. This lets you group several asset imports together into one larger import.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.StopAssetEditing()">
			<summary>Stop Asset importing. This lets you group several asset imports together into one larger import.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ValidateMoveAsset(System.String,System.String)">
			<summary>Checks if an asset file can be moved from one folder to another. (Without actually moving the file).</summary>
		</member>
		<member name="T:UnityEditor.Highlighter">
			<summary>Use this class to highlight elements in the editor for use in in-editor tutorials and similar.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterAnimationCompression">
			<summary>Animation compression options for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.MoveAsset(System.String,System.String)">
			<summary>Move an asset file from one folder to another.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.RenameAsset(System.String,System.String)">
			<summary>Rename an asset file.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.MoveAssetToTrash(System.String)">
			<summary>Moves the asset at path to the trash.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.DeleteAsset(System.String)">
			<summary>Deletes the asset file at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String,UnityEditor.ImportAssetOptions)">
			<summary>Import asset at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String)">
			<summary>Import asset at path.</summary>
		</member>
		<member name="T:UnityEditor.IHasCustomMenu">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CopyAsset(System.String,System.String)">
			<summary>Duplicates the asset at path and stores it at newPath.</summary>
		</member>
		<member name="M:UnityEditor.IHasCustomMenu.AddItemsToMenu(UnityEditor.GenericMenu)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.MathUtils">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(System.String)">
			<summary>Writes the import settings to disk.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,System.String)">
			<summary>Creates a new asset at path.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterGenerateAnimations">
			<summary>Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,System.String)">
			<summary>Adds objectToAdd to an existing asset at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
			<summary>Adds objectToAdd to an existing asset at path.</summary>
		</member>
		<member name="T:UnityEditor.EditorStyles">
			<summary>Common GUIStyles used for EditorGUI controls.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetPath(System.Int32)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetOrScenePath(UnityEngine.Object)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetTextMetaDataPathFromAssetPath(System.String)">
			<summary>Gets the path to the text .meta file associated with an asset.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAssetAtPath(System.String,System.Type)">
			<summary>Returns the first asset object of type type at given path assetPath.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadMainAssetAtPath(System.String)">
			<summary>Returns the main asset object at assetPath.</summary>
		</member>
		<member name="T:UnityEditor.ProjectWindowUtil">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(System.String)">
			<summary>Returns all asset representations at assetPath.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAllAssetsAtPath(System.String)">
			<summary>Returns an array of all asset objects at assetPath.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions)">
			<summary>Import any changed assets.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Refresh()">
			<summary>Import any changed assets.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="T:UnityEditor.SearchableEditorWindow">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Refresh()">
			<summary>Import any changed assets.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object,System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object[])">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AssetPathToGUID(System.String)">
			<summary>Get the GUID for the asset at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)">
			<summary>Translate a GUID to its current asset path.</summary>
		</member>
		<member name="M:UnityEditor.SearchableEditorWindow.OnEnable()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.SaveAssets()">
			<summary>Writes all unsaved asset changes to disk.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetCachedIcon(System.String)">
			<summary>Retrieves an icon for the asset at the given asset path.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterAnimationType">
			<summary>Animation mode for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.SetLabels(UnityEngine.Object,System.String[])">
			<summary>Replaces that list of labels on an asset.</summary>
		</member>
		<member name="M:UnityEditor.SearchableEditorWindow.OnDisable()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetLabels(UnityEngine.Object)">
			<summary>Returns all labels attached to a given asset.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatLength(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatConjugate(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.OrthogonalizeMatrix(UnityEngine.Matrix4x4)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ClearLabels(UnityEngine.Object)">
			<summary>Removes all labels attached to an asset.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporter">
			<summary>Model importer lets you modify model import settings from editor scripts.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.QuaternionNormalize(UnityEngine.Quaternion&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.QuaternionFromMatrix(UnityEngine.Matrix4x4)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatLog(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.SceneModeUtility">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatExp(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatSquad(System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetSquadIntermediate(UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.Ease(System.Single,System.Single,System.Single)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.GetSelectedObjectsOfType(UnityEngine.GameObject[]&,System.Type[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SearchForType(System.Type)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.IntersectRayTriangle(UnityEngine.Ray,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SearchBar(System.Type[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.ClosestPtSegmentRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Ray,System.Single&,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.StaticFlagField(System.String,UnityEditor.SerializedProperty,System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SetStaticFlags(UnityEngine.Object[],System.Int32,System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String)">
			<summary>Given an asset pathName, returns the list of all assets it depends on.</summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.GetObjects(UnityEngine.Object[],System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[])">
			<summary>Given an asset pathName, returns the list of all assets it depends on.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.IntersectRaySphere(UnityEngine.Ray,UnityEngine.Vector3,System.Single,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.ClosestPtRaySphere(UnityEngine.Ray,UnityEngine.Vector3,System.Single,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importMaterials">
			<summary>Import materials from file.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String,UnityEditor.ExportPackageOptions)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.materialName">
			<summary>Material naming setting.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.materialSearch">
			<summary>Existing material search setting.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String,UnityEditor.ExportPackageOptions)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.globalScale">
			<summary>Global scale factor for importing.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportPackage(System.String,System.Boolean)">
			<summary>Imports package at packagePath into the current project.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isUseFileUnitsSupported">
			<summary>Is useFileUnits supported for this asset.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.useFileUnits">
			<summary>Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importBlendShapes">
			<summary>Controls import of BlendShapes.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.addCollider">
			<summary>Add mesh colliders to imported meshes.</summary>
		</member>
		<member name="T:UnityEditor.CustomPropertyDrawer">
			<summary>Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.normalSmoothingAngle">
			<summary>Smoothing angle for calculating normals.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.splitTangentsAcrossSeams">
			<summary>Should tangents be split across UV seams.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.swapUVChannels">
			<summary>Swap primary and secondary UV channels when importing.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.generateSecondaryUV">
			<summary>Generate secondary UV set for lightmapping.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVAngleDistortion">
			<summary>Threshold for angle distortion when generating secondary UV.</summary>
		</member>
		<member name="T:UnityEditor.DecoratorDrawer">
			<summary>Base class to derive custom decorator drawers from.</summary>
		</member>
		<member name="T:UnityEditor.BodyPart">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.DecoratorDrawer.attribute">
			<summary>The PropertyAttribute for the decorator. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.DecoratorDrawer.OnGUI(UnityEngine.Rect)">
			<summary>Override this method to make your own GUI for the decorator.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVAreaDistortion">
			<summary>Threshold for area distortion when generating secondary UV.</summary>
		</member>
		<member name="M:UnityEditor.DecoratorDrawer.GetHeight()">
			<summary>Override this method to specify how tall the GUI for this decorator is in pixels.</summary>
		</member>
		<member name="T:UnityEditor.GUIDrawer">
			<summary>Base class for PropertyDrawer and DecoratorDrawer.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVHardAngle">
			<summary>Hard angle for generating secondary UV.</summary>
		</member>
		<member name="T:UnityEditor.PropertyDrawer">
			<summary>Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVPackMargin">
			<summary>Margin to be left between charts when packing secondary UV.</summary>
		</member>
		<member name="P:UnityEditor.PropertyDrawer.attribute">
			<summary>The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.PropertyDrawer.fieldInfo">
			<summary>The reflection FieldInfo for the member this property represents. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.generateAnimations">
			<summary>Animation generation options.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.transformPaths">
			<summary>Generates the list of all imported Transforms.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.referencedClips">
			<summary>Generates the list of all imported Animations.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isReadable">
			<summary>Are mesh vertices and indices accessible from script?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.optimizeMesh">
			<summary>Vertex optimization setting.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.normalImportMode">
			<summary>Normals import mode.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.tangentImportMode">
			<summary>Tangents import mode.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.bakeIK">
			<summary>Bake Inverse Kinematics (IK) when importing.</summary>
		</member>
		<member name="T:UnityEditor.BoneState">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
			<summary>Override this method to make your own GUI for the property.</summary>
		</member>
		<member name="M:UnityEditor.PropertyDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
			<summary>Override this method to specify how tall the GUI for this field is in pixels.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isBakeIKSupported">
			<summary>Is Bake Inverse Kinematics (IK) supported by this importer.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isTangentImportSupported">
			<summary>Is import of tangents supported by this importer.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.meshCompression">
			<summary>Mesh compression setting.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importAnimation">
			<summary>Import animation from file.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.optimizeGameObjects">
			<summary>Animation optimization setting.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.extraExposedTransformPaths">
			<summary>Animation optimization setting.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationCompression">
			<summary>Animation compression setting.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationRotationError">
			<summary>Allowed error of animation rotation compression.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationPositionError">
			<summary>Allowed error of animation position compression.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationScaleError">
			<summary>Allowed error of animation scale compression.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationWrapMode">
			<summary>The default wrap mode for the generated animation clips.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationType">
			<summary>Animator generation mode.</summary>
		</member>
		<member name="T:UnityEditor.InitializeOnLoadAttribute">
			<summary>Allow an editor class to be initialized when Unity loads without action from the user.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.clipAnimations">
			<summary>Animation clips to split animation into.</summary>
		</member>
		<member name="T:UnityEditor.AnimationClipCurveData">
			<summary>An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component / material attached to a game object / animated bone.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.path">
			<summary>The path of the game object / bone being animated.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.type">
			<summary>The type of the component / material being animated.</summary>
		</member>
		<member name="T:UnityEditor.EditorGUI">
			<summary>These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.propertyName">
			<summary>The name of the property being animated.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.label">
			<summary>Style used for the labelled on all EditorGUI overloads that take a prefix label.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.curve">
			<summary>The actual animation curve.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniLabel">
			<summary>Style for label with small font.</summary>
		</member>
		<member name="T:UnityEditor.CustomPreviewAttribute">
			<summary>Adds an extra preview in the Inspector for the specified type.</summary>
		</member>
		<member name="T:UnityEditor.ObjectReferenceKeyframe">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.ObjectReferenceKeyframe.time">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.largeLabel">
			<summary>Style for label with large font.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.boldLabel">
			<summary>Style for bold label.</summary>
		</member>
		<member name="F:UnityEditor.ObjectReferenceKeyframe.value">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.EditorCurveBinding">
			<summary>Defines how a curve is attached to an object that it controls.</summary>
		</member>
		<member name="F:UnityEditor.EditorCurveBinding.path">
			<summary>The transform path of the object that is animated.</summary>
		</member>
		<member name="F:UnityEditor.EditorCurveBinding.propertyName">
			<summary>The property of the object that is animated.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniBoldLabel">
			<summary>Style for mini bold label.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.wordWrappedLabel">
			<summary>Style for word wrapped label.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.wordWrappedMiniLabel">
			<summary>Style for word wrapped mini label.</summary>
		</member>
		<member name="P:UnityEditor.EditorCurveBinding.isPPtrCurve">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteLabel">
			<summary>Style for white label.</summary>
		</member>
		<member name="P:UnityEditor.EditorCurveBinding.type">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteMiniLabel">
			<summary>Style for white mini label.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteLargeLabel">
			<summary>Style for white large label.</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.GetHashCode()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteBoldLabel">
			<summary>Style for white bold label.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.radioButton">
			<summary>Style used for a radio button.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButton">
			<summary>Style used for a standalone small button.</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.FloatCurve(System.String,System.Type,System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonLeft">
			<summary>Style used for the leftmost button in a horizontal button group.</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.PPtrCurve(System.String,System.Type,System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonMid">
			<summary>Style used for the middle buttons in a horizontal group.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonRight">
			<summary>Style used for the rightmost button in a horizontal group.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.textField">
			<summary>Style used for EditorGUI.TextField.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.textArea">
			<summary>Style used for EditorGUI.TextArea.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniTextField">
			<summary>Smaller text field.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.numberField">
			<summary>Style used for field editors for numbers.</summary>
		</member>
		<member name="T:UnityEditor.ObjectPreview">
			<summary>Base Class to derive from when creating Custom Previews.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.popup">
			<summary>Style used for EditorGUI.Popup, EditorGUI.EnumPopup,.</summary>
		</member>
		<member name="T:UnityEditor.AnimationClipSettings">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.objectField">
			<summary>Style used for headings for object fields.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.startTime">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.objectFieldThumb">
			<summary>Style used for headings for the Select button in object fields.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.stopTime">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.colorField">
			<summary>Style used for headings for Color fields.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.layerMaskField">
			<summary>Style used for headings for Layer masks.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.orientationOffsetY">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.ObjectPreview.target">
			<summary>The object currently being previewed.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toggle">
			<summary>Style used for headings for EditorGUI.Toggle.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.level">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.Initialize(UnityEngine.Object[])">
			<summary>Called when the Preview get's created with the objects being previwed.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.MoveNextTarget()">
			<summary>Called to iterate through the targets, this will be used when previewing more than one target.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.cycleOffset">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.ResetTarget()">
			<summary>Called to Reset the target before iterating through them.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.foldout">
			<summary>Style used for headings for EditorGUI.Foldout.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.foldoutPreDrop">
			<summary>Style used for headings for EditorGUI.Foldout.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.HasPreviewGUI()">
			<summary>Wheather the current target can be previwed.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.GetPreviewTitle()">
			<summary>Override this method if you want to change the label of the Preview area.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toggleGroup">
			<summary>Style used for headings for EditorGUILayout.BeginToggleGroup.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.standardFont">
			<summary>Standard font.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnPreviewSettings()">
			<summary>Override this method if you want to show custom controls in the preview header.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopTime">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlend">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendOrientation">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendPositionY">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendPositionXZ">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.boldFont">
			<summary>Bold font.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.GetInfoString()">
			<summary>Implement this method to show object information on top of the object preview.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEngine.Rect)">
			<summary>This is the first entry point for Preview Drawing.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEditor.IPreviewable,UnityEngine.Rect,UnityEngine.Object[])">
			<summary>This is the first entry point for Preview Drawing.</summary>
		</member>
		<member name="T:UnityEditor.Editor">
			<summary>Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniFont">
			<summary>Mini font.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalOrientation">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniBoldFont">
			<summary>Mini Bold font.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalPositionY">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbar">
			<summary>Toolbar background from top of windows.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalPositionXZ">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.heightFromFeet">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarButton">
			<summary>Style for Button and Toggles in toolbars.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.mirror">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarPopup">
			<summary>Toolbar Popup.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarDropDown">
			<summary>Toolbar Dropdown.</summary>
		</member>
		<member name="T:UnityEditor.AnimationUtility">
			<summary>Editor utility functions for modifying animation clips.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarTextField">
			<summary>Toolbar text field.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.inspectorDefaultMargins">
			<summary>Wrap content in a vertical group with this style to get the default margins used in the Inspector.</summary>
		</member>
		<member name="P:UnityEditor.Editor.target">
			<summary>The object being inspected.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.inspectorFullWidthMargins">
			<summary>Wrap content in a vertical group with this style to get full width margins in the Inspector.</summary>
		</member>
		<member name="P:UnityEditor.Editor.targets">
			<summary>An array of all the object being inspected.</summary>
		</member>
		<member name="T:UnityEditor.Handles">
			<summary>Custom 3D GUI controls and drawing in the scene view.</summary>
		</member>
		<member name="F:UnityEditor.AnimationUtility.onCurveWasModified">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.Animation)">
			<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.GameObject)">
			<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
		</member>
		<member name="P:UnityEditor.Editor.serializedObject">
			<summary>A SerializedObject representing the object or objects being inspected.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationClips(UnityEngine.Animation,UnityEngine.AnimationClip[])">
			<summary>Sets the array of AnimationClips to be referenced in the Animation component.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawHeader()">
			<summary>Call this function to draw the header of the editor.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterFormat">
			<summary>Imported texture format for TextureImporter.</summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawPreview(UnityEngine.Rect)">
			<summary>The first entry point for Preview Drawing.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,UnityEditor.EditorCurveBinding,System.Single&)">
			<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurveValueType(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.UseDefaultMargins()">
			<summary>Override this method in subclasses to return false if you don't want default margins.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceValue(UnityEngine.GameObject,UnityEditor.EditorCurveBinding,UnityEngine.Object&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimatedObject(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.PropertyModificationToEditorCurveBinding(UnityEditor.PropertyModification,UnityEngine.GameObject,UnityEditor.EditorCurveBinding&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object,System.Type)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetCurveBindings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurveBindings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[],System.Type)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
			<summary>Unity automatic combines position curves, scale curves, rotation curves internally.</summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[])">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="T:UnityEditor.BuildOptions">
			<summary>Building options. Multiple options can be combined together.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)">
			<summary>Adds an editor curve to the given clip.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEditor.ObjectReferenceKeyframe[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip)">
			<summary>Retrieves all curves from a specific animation clip.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip,System.Boolean)">
			<summary>Retrieves all curves from a specific animation clip.</summary>
		</member>
		<member name="T:UnityEditor.BuildAssetBundleOptions">
			<summary>Asset Bundle building options.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,System.String,System.Type,System.String,System.Single&)">
			<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
			<summary>Adds an editor curve to the given clip.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String)">
			<summary>Unity automatic combines position curves, scale curves, rotation curves internally.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationEvents(UnityEngine.AnimationClip)">
			<summary>Retrieves all animation events associated with the animation clip.</summary>
		</member>
		<member name="T:UnityEditor.EditorGUILayout">
			<summary>Auto-layouted version of EditorGUI.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationEvents(UnityEngine.AnimationClip,UnityEngine.AnimationEvent[])">
			<summary>Replaces all animation events in the animation clip.</summary>
		</member>
		<member name="T:UnityEditor.BuildPipeline">
			<summary>Lets you programmatically build players or AssetBundles which can be loaded from the web.</summary>
		</member>
		<member name="T:UnityEditor.Handles/FilterMode">
			<summary>Filtering mode for textures. Corresponds to the settings in a texture inspector.</summary>
		</member>
		<member name="P:UnityEditor.BuildPipeline.isBuildingPlayer">
			<summary>Is a player currently being built?</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.CalculateTransformPath(UnityEngine.Transform,UnityEngine.Transform)">
			<summary>Calculates path from root transform to target transform.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.PushAssetDependencies()">
			<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.PopAssetDependencies()">
			<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawDefaultInspector()">
			<summary>Draw the built-in inspector.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnInspectorGUI()">
			<summary>Implement this function to make a custom inspector.</summary>
		</member>
		<member name="M:UnityEditor.Editor.RequiresConstantRepaint()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildPlayer(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
			<summary>Builds a player (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClipSettings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.IsValidPolynomialCurve(UnityEngine.AnimationCurve)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&,UnityEditor.BuildOptions)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterMipFilter">
			<summary>Mip map filter for TextureImporter.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterGenerateCubemap">
			<summary>Cubemap generation mode for TextureImporter.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.ConstrainToPolynomialCurve(UnityEngine.AnimationCurve)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.Editor.Repaint()">
			<summary>Repaint any inspectors that shows this editor.</summary>
		</member>
		<member name="M:UnityEditor.Editor.HasPreviewGUI()">
			<summary>Override this method in subclasses if you implement OnPreviewGUI.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.Editor.GetPreviewTitle()">
			<summary>Override this method if you want to change the label of the Preview area.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.Editor.RenderStaticPreview(System.String,UnityEngine.Object[],System.Int32,System.Int32)">
			<summary>Override this method if you want to render a static preview that shows.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationType(UnityEngine.AnimationClip,UnityEditor.ModelImporterAnimationType)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnPreviewSettings()">
			<summary>Override this method if you want to show custom controls in the preview header.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterNPOTScale">
			<summary>Scaling mode for non power of two textures in TextureImporter.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterNormalFilter">
			<summary>Normal map filtering mode for TextureImporter.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.Editor.GetInfoString()">
			<summary>Implement this method to show asset information on top of the asset preview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="T:UnityEditor.AnimationMode">
			<summary>AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="T:UnityEditor.SaveType">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="P:UnityEditor.AnimationMode.animatedPropertyColor">
			<summary>The color used to show that a property is currently being animated.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterType">
			<summary>Select this to set basic parameters depending on the purpose of your texture.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.IsPropertyAnimated(UnityEngine.Object,System.String)">
			<summary>Is the specified property currently in animation mode and being animated?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="T:UnityEditor.EditorApplication">
			<summary>Main Application class.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.StopAnimationMode()">
			<summary>Stops Animation mode, reverts all properties that were animated in animation mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.projectWindowItemOnGUI">
			<summary>Delegate for OnGUI events for every visible list item in the ProjectWindow.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.InAnimationMode()">
			<summary>Are we currently in AnimationMode.</summary>
		</member>
		<member name="T:UnityEditor.BuildTarget">
			<summary>Target build platform.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.hierarchyWindowItemOnGUI">
			<summary>Delegate for OnGUI events for every visible list item in the HierarchyWindow.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.StartAnimationMode()">
			<summary>Starts the animation mode.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.BeginSampling()">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.update">
			<summary>Delegate for generic updates.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.hierarchyWindowChanged">
			<summary>Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.projectWindowChanged">
			<summary>Callback raised whenever the state of the Project window changes.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.EndSampling()">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.searchChanged">
			<summary>Callback raised whenever the contents of a window's search box are changed.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.modifierKeysChanged">
			<summary>Delegate for changed keyboard modifier keys.</summary>
		</member>
		<member name="F:UnityEditor.BuildTarget.iPhone">
			<summary>Build an iPhone player.</summary>
		</member>
		<member name="T:UnityEditor.SpriteImportMode">
			<summary>Texture importer modes for Sprite import.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.playmodeStateChanged">
			<summary>Delegate for play mode state changes.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.SampleAnimationClip(UnityEngine.GameObject,UnityEngine.AnimationClip,System.Single)">
			<summary>Samples an AnimationClip on the object and also records any modified properties in AnimationMode.</summary>
		</member>
		<member name="T:UnityEditor.PopupWindowContent">
			<summary>Class used to implement content for a popup window.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.AddPropertyModification(UnityEditor.EditorCurveBinding,UnityEditor.PropertyModification,System.Boolean)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.PopupWindow">
			<summary>Class used to display popup windows that inherit from PopupWindowContent.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="T:UnityEditor.SpriteMetaData">
			<summary>Editor data used in producing a Sprite.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.name">
			<summary>Name of the Sprite.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.currentScene">
			<summary>The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only)</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.rect">
			<summary>Bounding rectangle of the sprite's graphic within the atlas image.</summary>
		</member>
		<member name="T:UnityEditor.RemoveAssetOptions">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPlaying">
			<summary>Is editor currently in play mode?</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.alignment">
			<summary>Edge-relative alignment of the sprite graphic.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode">
			<summary>Is editor either currently in play mode, or about to switch to it? (Read Only)</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.pivot">
			<summary>Pivot point of the Sprite relative to its bounding rectangle.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPaused">
			<summary>Is editor currently paused?</summary>
		</member>
		<member name="T:UnityEditor.ImportAssetOptions">
			<summary>Asset importing options.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.border">
			<summary>Edge border size for a sprite (in pixels).</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isCompiling">
			<summary>Is editor currently compiling scripts? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporter">
			<summary>Texture importer lets you modify Texture2D import settings from editor scripts.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isUpdating">
			<summary>Is editor currently updating? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.textureFormat">
			<summary>Format of imported texture.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.applicationContentsPath">
			<summary>Path to the Unity editor contents folder. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.maxTextureSize">
			<summary>Maximum texture size.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.applicationPath">
			<summary>Returns the path to the Unity editor application. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text area.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.compressionQuality">
			<summary>Quality of Texture Compression in the range [0..100].</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text area.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.timeSinceStartup">
			<summary>The time since the editor was started. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
		</member>
		<member name="T:UnityEditor.MaterialEditor">
			<summary>The Unity Material Editor.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.grayscaleToAlpha">
			<summary>Generate alpha channel from intensity?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.generateCubemap">
			<summary>Cubemap generation mode.</summary>
		</member>
		<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent)">
			<summary>Show a popup with the given PopupWindowContent.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.npotScale">
			<summary>Scaling mode for non power of two textures.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.isReadable">
			<summary>Is texture data readable from scripts.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapEnabled">
			<summary>Generate mip maps for the texture?</summary>
		</member>
		<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocationHelper/PopupLocation[])">
			<summary>Show a popup with the given PopupWindowContent.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="T:UnityEditor.HandleUtility">
			<summary>Helper functions for Scene View style 3D GUI.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.NewScene()">
			<summary>Create a new scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.borderMipmap">
			<summary>Keep texture borders the same when generating mipmaps?</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenScene(System.String)">
			<summary>Opens the scene at path.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.linearTexture">
			<summary>When in linear rendering should this texture be sampled with hardware gamma correction (sRGB) or without (linear)?</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenSceneAdditive(System.String)">
			<summary>Opens the scene at path additively.</summary>
		</member>
		<member name="T:UnityEditor.BuildTargetGroup">
			<summary>Build target group.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFilter">
			<summary>Mipmap filtering mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene(System.String,System.Boolean)">
			<summary>Save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="F:UnityEditor.BuildTargetGroup.iPhone">
			<summary>Apple iOS target.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene(System.String)">
			<summary>Save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene()">
			<summary>Save the open scene.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.fadeout">
			<summary>Fade out mip levels to gray color?</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()">
			<summary>Ask the user if he wants to save the open scene.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceStart">
			<summary>Mip level where texture begins to fade out.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenProject(System.String,System.String[])">
			<summary>Open another project.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveAssets()">
			<summary>Saves all serializable assets that have not yet been written to disk (eg. Materials).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.acceleration">
			<summary>Get standard acceleration for dragging values (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.niceMouseDelta">
			<summary>Get nice mouse delta to use for dragging a float value (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Step()">
			<summary>Perform a single frame step.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.niceMouseDeltaZoom">
			<summary>Get nice mouse delta to use for zooming (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceEnd">
			<summary>Mip level where texture is faded out completely.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.generateMipsInLinearSpace">
			<summary>Should mip maps be generated with gamma correction?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.convertToNormalmap">
			<summary>Convert heightmap to normal map?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.normalmap">
			<summary>Is this texture a normal map?</summary>
		</member>
		<member name="T:UnityEditor.MaterialPropertyDrawer">
			<summary>Base class to derive custom material property drawers from.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.normalmapFilter">
			<summary>Normal map filtering mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.LockReloadAssemblies()">
			<summary>Prevents loading of assemblies when it is inconvenient.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.heightmapScale">
			<summary>Amount of bumpyness in the heightmap.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.ExecuteMenuItem(System.String)">
			<summary>Invokes the menu item in the specified path.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.CalcLineTranslation(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Map a mouse drag onto a movement along a line in 3D space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.lightmap">
			<summary>Is this texture a lightmap?</summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
			<summary>Override this method to make your own GUI for the property.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.UnlockReloadAssemblies()">
			<summary>Must be called after LockReloadAssemblies, to reenable loading of assemblies.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="T:UnityEditor.CallbackOrderAttribute">
			<summary>Smaller m_CallbackOrder values will be called first.</summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.GetPropertyHeight(UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
			<summary>Override this method to specify how tall the GUI for this property is in pixels.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.anisoLevel">
			<summary>Anisotropic filtering level of the texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PointOnLineParameter(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the parameter for the projection of the point on the given line.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Exit(System.Int32)">
			<summary>Exit the Unity editor application.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.filterMode">
			<summary>Filtering mode of the texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintProjectWindow()">
			<summary>Can be used to ensure repaint of the ProjectWindow.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ProjectPointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Project point onto a line.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintAnimationWindow()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.wrapMode">
			<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Calculate distance between a point and a line.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintHierarchyWindow()">
			<summary>Can be used to ensure repaint of the HierarchyWindow.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipMapBias">
			<summary>Mip map bias of the texture.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.Apply(UnityEditor.MaterialProperty)">
			<summary>Apply extra initial values to the material.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.DirtyHierarchyWindowSorting()">
			<summary>Set the hierarchy sorting method as dirty.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Calculate distance between a point and a Bezier curve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.qualifiesForSpritePacking">
			<summary>Returns true if this TextureImporter is setup for Sprite packing.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(System.String,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Pixel distance from mouse pointer to line.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spriteImportMode">
			<summary>Selects Single or Manual import mode for Sprite textures.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritesheet">
			<summary>Array representing the sections of the atlas corresponding to individual sprite graphics.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePackingTag">
			<summary>Selects the Sprite packing tag.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToCircle(UnityEngine.Vector3,System.Single)">
			<summary>Pixel distance from mouse pointer to camera facing circle.</summary>
		</member>
		<member name="T:UnityEditor.StaticEditorFlags">
			<summary>Static Editor Flags.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePixelsToUnits">
			<summary>Scale factor for mapping pixels in the graphic to units in world space.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToRectangle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
			<summary>Pixel distance from mouse pointer to a rectangle on screen.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointToLine(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Distance from a point p in 2d to a line defined by two points a and b.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointToLineSegment(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Distance from a point p in 2d to a line segment defined by two points a and b.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEngine.GUIContent,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Pixel distance from mouse pointer to a 3D disc.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePivot">
			<summary>The point in the Sprite object's coordinate space where the graphic is located.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spriteBorder">
			<summary>Border sizes of the generated sprites.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Get the point on an disc (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.textureType">
			<summary>Which type of texture are we dealing with here.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.CanEditMultipleObjects">
			<summary>Attribute used to make a custom editor support multi-object editing.</summary>
		</member>
		<member name="T:UnityEditor.ReplacePrefabOptions">
			<summary>Flags for the PrefabUtility.ReplacePrefab function.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Pixel distance from mouse pointer to a 3D section of a disc.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Get the point on an arc (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&,System.Int32&)">
			<summary>Get platform specific texture settings.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Beep()">
			<summary>Plays system beep sound.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToPolyLine(UnityEngine.Vector3[])">
			<summary>Pixel distance from mouse pointer to a polyline.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&)">
			<summary>Get platform specific texture settings.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToPolyLine(UnityEngine.Vector3[])">
			<summary>Get the point on a polyline (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="T:UnityEditor.PrefabType">
			<summary>The type of a prefab object as returned by EditorUtility.GetPrefabType.</summary>
		</member>
		<member name="T:UnityEditor.XboxBuildSubtarget">
			<summary>Target Xbox build type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.AddControl(System.Int32,System.Single)">
			<summary>Record a distance measurement from a handle.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat,System.Int32)">
			<summary>Set specific target platform settings.</summary>
		</member>
		<member name="T:UnityEditor.XboxRunMethod">
			<summary>Xbox 360 run method.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.String,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.AddDefaultControl(System.Int32)">
			<summary>Add the ID for a default control. This will be picked if nothing else is.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat)">
			<summary>Set specific target platform settings.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ClearPlatformTextureSettings(System.String)">
			<summary>Clear specific target platform settings.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.IconDrawStyle">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.EditorGUIUtility">
			<summary>Miscellaneous helper stuff for EditorGUI.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.XboxOneRunMethod">
			<summary>Select Xbox One Run Method.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.PropertyModification">
			<summary>Defines a single modified property.</summary>
		</member>
		<member name="T:UnityEditor.AssetMoveResult">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.GetHandleSize(UnityEngine.Vector3)">
			<summary>Get world space size of a manipulator handle at given position.</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.target">
			<summary>Object that will be modified.</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.propertyPath">
			<summary>Property path of the property being modified (Matches as SerializedProperty.propertyPath).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(UnityEngine.GUIContent,System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.AndroidBuildSubtarget">
			<summary>Target Android build platform.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.WorldToGUIPoint(UnityEngine.Vector3)">
			<summary>Convert world space point to a 2D GUI position.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.GUIPointToWorldRay(UnityEngine.Vector2)">
			<summary>Convert 2D GUI position to a world space ray.</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.value">
			<summary>The value being applied.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.MeshUtility">
			<summary>Various utilities for mesh manipulation.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.WorldPointToSizedRect(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Calculate a rectangle to display a 2D GUI element near a projected point in 3D space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.objectReference">
			<summary>The value being applied when it is a object reference (which can not be represented as a string).</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect)">
			<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.PrefabUtility">
			<summary>Utility class for any prefab related operations.</summary>
		</member>
		<member name="T:UnityEditor.AssetDeleteResult">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.FlashBuildSubtarget">
			<summary>Target Flash build player.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.SetPerTriangleUV2(UnityEngine.Mesh,UnityEngine.Vector2[])">
			<summary>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.SetMeshCompression(UnityEngine.Mesh,UnityEditor.ModelImporterMeshCompression)">
			<summary>Change the mesh compression setting for a mesh.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.GetMeshCompression(UnityEngine.Mesh)">
			<summary>Returns the mesh compression setting for a Mesh.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.Optimize(UnityEngine.Mesh)">
			<summary>Optimizes the mesh for GPU access.</summary>
		</member>
		<member name="T:UnityEditor.BlackBerryBuildSubtarget">
			<summary>Texture Compression Types.</summary>
		</member>
		<member name="T:UnityEditor.Undo">
			<summary>Lets you register undo operations on specific objects you are about to perform changes on.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect,System.Boolean)">
			<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
		</member>
		<member name="F:UnityEditor.Undo.undoRedoPerformed">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="F:UnityEditor.Undo.postprocessModifications">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ArrayUtility">
			<summary>Helpers for builtin arrays ...</summary>
		</member>
		<member name="T:UnityEditor.MonoImporter">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.SetDefaultReferences(System.String[],UnityEngine.Object[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetAllRuntimeMonoScripts()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object,System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.SetExecutionOrder(UnityEditor.MonoScript,System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object[],System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.singleLineHeight">
			<summary>Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup.</summary>
		</member>
		<member name="M:UnityEditor.Undo.SetTransformParent(UnityEngine.Transform,UnityEngine.Transform,System.String)">
			<summary>Sets the parent of transform to the new parent and records an undo operation.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.UnwrapParam">
			<summary>Unwrapping settings.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing">
			<summary>Get the height used by default for vertical spacing between controls.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)">
			<summary>Register an undo operations for a newly created object.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.angleError">
			<summary>Maximum allowed angle distortion (0..1).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.isProSkin">
			<summary>Is the user currently using the pro skin? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.Undo.DestroyObjectImmediate(UnityEngine.Object)">
			<summary>Destroys the object and records an undo operation so that it can be recreated.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.areaError">
			<summary>Maximum allowed area distortion (0..1).</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.whiteTexture">
			<summary>Get a white texture.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.hardAngle">
			<summary>This angle (or greater) between triangles will cause seam to be created.</summary>
		</member>
		<member name="T:UnityEditor.BlackBerryBuildType">
			<summary>Build types available for BlackBerry.</summary>
		</member>
		<member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject,System.Type)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.packMargin">
			<summary>How much uv-islands will be padded.</summary>
		</member>
		<member name="T:UnityEditor.TizenBuildSubtarget">
			<summary>Texture Compression Types.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Boolean)">
			<summary>Pick game object closest to specified position.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object,System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.editingTextField">
			<summary>Is a text field currently editing text?</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetExecutionOrder(UnityEditor.MonoScript)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RecordObject(UnityEngine.Object,System.String)">
			<summary>Records any changes done on the object after the RecordObject function.</summary>
		</member>
		<member name="T:UnityEditor.EditorUserBuildSettings">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RecordObjects(UnityEngine.Object[],System.String)">
			<summary>Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times.</summary>
		</member>
		<member name="F:UnityEditor.EditorUserBuildSettings.activeBuildTargetChanged">
			<summary>Triggered in response to SwitchActiveBuildTarget.</summary>
		</member>
		<member name="M:UnityEditor.Undo.ClearUndo(UnityEngine.Object)">
			<summary>Removes aall Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack.</summary>
		</member>
		<member name="M:UnityEditor.Undo.PerformUndo()">
			<summary>Perform an Redo operation.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PushCamera(UnityEngine.Camera)">
			<summary>Store all camera settings.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup">
			<summary>The currently selected build target group.</summary>
		</member>
		<member name="M:UnityEditor.Undo.PerformRedo()">
			<summary>Perform an Redo operation.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetScript()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.UnwrapParam.SetDefaults(UnityEditor.UnwrapParam&)">
			<summary>Will set default values for params.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.Undo.IncrementCurrentGroup()">
			<summary>Unity automatically groups undo operations by the current group index.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetDefaultReference(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.GetCurrentGroup()">
			<summary>Unity automatically groups undo operations by the current group index.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.Unwrapping">
			<summary>This class holds everything you may need in regard to uv-unwrapping.</summary>
		</member>
		<member name="T:UnityEditor.ClipAnimationMaskType">
			<summary>AnimationClip mask options for ModelImporterClipAnimation.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RevertAllInCurrentGroup()">
			<summary>Performs the last undo operation but does not record a redo operation.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RevertAllDownToGroup(System.Int32)">
			<summary>Performs all undo operations up to the group index without storing a redo operation in the process.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedStandaloneTarget">
			<summary>The currently selected target for a standalone build.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterClipAnimation">
			<summary>Animation clips to split animation into.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.flashBuildSubtarget">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.psp2BuildSubtarget">
			<summary>PS Vita Build subtarget.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.hierarchyMode">
			<summary>Is the Editor GUI is hierarchy mode?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.Undo.CollapseUndoOperations(System.Int32)">
			<summary>Collapses all undo operation up to group index together into one step.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.sceBuildSubtarget">
			<summary>SCE Build subtarget.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.wideMode">
			<summary>Is the Editor GUI currently in wide mode?</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PopCamera(UnityEngine.Camera)">
			<summary>Retrieve all camera settings.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.explicitNullChecks">
			<summary>Are null references actively checked?</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh)">
			<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.RaySnap(UnityEngine.Ray)">
			<summary>Casts ray against the scene and report if an object lies in its path.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.enableHeadlessMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
			<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.currentViewWidth">
			<summary>The width of the GUI area for the current EditorWindow or other view.</summary>
		</member>
		<member name="M:UnityEditor.Undo.FlushUndoRecordObjects()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.xboxBuildSubtarget">
			<summary>Xbox Build subtarget.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.labelWidth">
			<summary>The width in pixels reserved for labels of Editor GUI controls.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.xboxRunMethod">
			<summary>Selected Xbox Run Method.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh)">
			<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.Repaint()">
			<summary>Repaint the current view.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.fieldWidth">
			<summary>The minimum width in pixels reserved for the fields of Editor GUI controls.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.androidBuildSubtarget">
			<summary>Android platform options.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
			<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedMetroTarget">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.systemCopyBuffer">
			<summary>The system copy buffer.</summary>
		</member>
		<member name="T:UnityEditor.Lightmapping">
			<summary>Allows to control the lightmapping job.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="P:UnityEditor.Lightmapping.isRunning">
			<summary>Returns true when the bake job is running, false otherwise (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.metroSDK">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeAsync()">
			<summary>Starts an asynchronous bake job.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.metroGenerateReferenceProjects">
			<summary>Generate and reference C# projects from your main solution.</summary>
		</member>
		<member name="T:UnityEditor.EditorBehaviorMode">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildSubtarget">
			<summary>The texture compression type to be used when building.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Bake()">
			<summary>Stars a synchronous bake job.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildType">
			<summary>The build type to be used.</summary>
		</member>
		<member name="T:UnityEditor.UndoPropertyModification">
			<summary>See Also: Undo.postprocessModifications.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.tizenBuildSubtarget">
			<summary>The texture compression type to be used when building.</summary>
		</member>
		<member name="T:UnityEditor.SpritePackerMode">
			<summary>Sprite Packer mode for the current project.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerStreamed">
			<summary>Select the streaming option for a webplayer build.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerOfflineDeployment">
			<summary>Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded).</summary>
		</member>
		<member name="F:UnityEditor.UndoPropertyModification.propertyModification">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String)">
			<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="P:UnityEditor.UndoPropertyModification.keepPrefabOverride">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeSelectedAsync()">
			<summary>Starts an asynchronous bake job for the selected objects.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeSelected()">
			<summary>Stars a synchronous bake job for the selected objects.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="T:UnityEditor.ExportPackageOptions">
			<summary>Export package option. Multiple options can be combined together using the | operator.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String,System.String)">
			<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnlyAsync()">
			<summary>Starts an asynchronous bake job, but only bakes light probes.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnly()">
			<summary>Starts a synchronous bake job, but only bakes light probes.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.activeBuildTarget">
			<summary>The currently active build target.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Cancel()">
			<summary>Cancels the currently running asynchronous bake job.</summary>
		</member>
		<member name="T:UnityEditor.EditorMaterialUtility">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.activeScriptCompilationDefines">
			<summary>DEFINE directives for the compiler.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.development">
			<summary>Enables a development build.</summary>
		</member>
		<member name="M:UnityEditor.EditorMaterialUtility.ResetDefaultTextures(UnityEngine.Material,System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Clear()">
			<summary>Deletes all lightmap assets and makes all lights behave as if they weren't baked yet.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.connectProfiler">
			<summary>Start the player with a connection to the profiler.</summary>
		</member>
		<member name="M:UnityEditor.EditorMaterialUtility.SetShaderDefaults(UnityEngine.Shader,System.String[],UnityEngine.Texture[])">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.allowDebugging">
			<summary>Enable source-level debuggers to connect.</summary>
		</member>
		<member name="T:UnityEditor.PSP2BuildSubtarget">
			<summary>Target PS Vita build type.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveAlpha()">
			<summary>Does textures source image have alpha channel.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveColor()">
			<summary>Does textures source image have RGB channels.</summary>
		</member>
		<member name="T:UnityEditor.EditorWindow">
			<summary>Derive from this class to create an editor window.</summary>
		</member>
		<member name="T:UnityEditor.SCEBuildSubtarget">
			<summary>Target PS3 or PS4 build type.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.takeName">
			<summary>Take name.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ReadTextureSettings(UnityEditor.TextureImporterSettings)">
			<summary>Read texture settings into TextureImporterSettings class.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.name">
			<summary>Clip name.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.ObjectContent(UnityEngine.Object,System.Type)">
			<summary>Return a GUIContent object with the name and icon of an Object.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.firstFrame">
			<summary>First frame of the clip.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetTextureSettings(UnityEditor.TextureImporterSettings)">
			<summary>Set texture importers settings from TextureImporterSettings class.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.appendProject">
			<summary>Append (rather than replace) the build of an iOS Xcode project.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lastFrame">
			<summary>Last frame of the clip.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.symlinkLibraries">
			<summary>Symlink runtime libraries with an iOS Xcode project.</summary>
		</member>
		<member name="T:UnityEditor.StaticOcclusionCulling">
			<summary>StaticOcclusionCulling lets you perform static occlusion culling operations.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ReadTextureImportInstructions(UnityEditor.TextureImportInstructions,UnityEditor.BuildTarget)">
			<summary>Reads the active texture output instructions of this TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.installInBuildFolder">
			<summary>Place the built player in the build folder.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Tetrahedralize(UnityEngine.Vector3[],System.Int32[]&,UnityEngine.Vector3[]&)">
			<summary>Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.isRunning">
			<summary>Used to check if asynchronous generation of static occlusion culling data is still running.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterSettings">
			<summary>Stores settings of a TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.wrapMode">
			<summary>The wrap mode of the animation.</summary>
		</member>
		<member name="T:UnityEditor.LightmapBakeQuality">
			<summary>Bake quality setting for LightmapEditorSettings.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loop">
			<summary>Is the clip a looping animation?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.rotationOffset">
			<summary>Offset in degrees to the root rotation.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.smallestOccluder">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.smallestHole">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.heightOffset">
			<summary>Offset to the vertical root position.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.HasObjectThumbnail(System.Type)">
			<summary>Does a given class have per-object thumbnails?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.cycleOffset">
			<summary>Offset to the cycle of a looping animation, if a different time in it is desired to be the start.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loopTime">
			<summary>Enable to make the clip loop.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.SetIconSize(UnityEngine.Vector2)">
			<summary>Set icons rendered as part of GUIContent to be rendered at a specific size.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loopPose">
			<summary>Enable to make the motion loop seamlessly.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.backfaceThreshold">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.doesSceneHaveManualPortals">
			<summary>Does the scene contain any occlusion portals that were added manually rather than automatically?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootRotation">
			<summary>Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetIconSize()">
			<summary>Get the size that has been set using SetIconSize.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.umbraDataSize">
			<summary>Returns the size in bytes that the PVS data is currently taking up in this scene on disk.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootHeightY">
			<summary>Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Compute()">
			<summary>Used to generate static occlusion culling data.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootPositionXZ">
			<summary>Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="T:UnityEditor.LightmapEditorSettings">
			<summary>Various settings for the bake.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.GenerateInBackground()">
			<summary>Used to compute static occlusion culling data asynchronously.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalOrientation">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounceBoost">
			<summary>Boosts indirect light (Beast's diffuseBoost property, pow(colorComponent, (1.0 / diffuseBoost))).</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounceIntensity">
			<summary>Indirect light intensity multiplier.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionY">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Cancel()">
			<summary>Used to cancel asynchronous generation of static occlusion culling data.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasWidth">
			<summary>The maximum width of an individual lightmap texture.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionXZ">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Clear()">
			<summary>Clears the PVS of the opened scene.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasHeight">
			<summary>The maximum height of an individual lightmap texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.heightFromFeet">
			<summary>Keeps the feet aligned with the root transform position.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.resolution">
			<summary>Lightmap resolution in texels per world unit.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.mirror">
			<summary>Mirror left and right in this clip.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.lastUsedResolution">
			<summary>Last used lightmap resolution (i.e. resolution of the lightmaps currently in the scene) in texels per world unit.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.maskType">
			<summary>Define mask type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.skyLightColor">
			<summary>Sky light color.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.wantsMouseMove">
			<summary>Does the GUI in this editor window want MouseMove events?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.FindTexture(System.String)">
			<summary>Get a texture from its source filename.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.maskSource">
			<summary>The AvatarMask used to mask transforms during the import process.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.skyLightIntensity">
			<summary>Sky light intensity.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.quality">
			<summary>Quality of the bake.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.autoRepaintOnSceneChange">
			<summary>Does the window automatically repaint whenever the scene has changed?</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.SetDefaultOcclusionBakeSettings()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="T:UnityEditor.StaticOcclusionCullingVisualization">
			<summary>Used to visualize static occlusion culling at development time in scene view.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.maximized">
			<summary>Is this window maximized.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.textureCompression">
			<summary>Whether to use DXT1 compression on the generated lightmaps.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showOcclusionCulling">
			<summary>If set to true, visualization of target volumes is enabled.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPreVisualization">
			<summary>If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounces">
			<summary>Number of light bounces in the global illumination computation (with 0 meaning direct light only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetBuiltinSkin(UnityEditor.EditorSkin)">
			<summary>Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showViewVolumes">
			<summary>If set to true, visualization of view volumes is enabled.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector2Field(System.String,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Make an X &amp; Y field for entering a Vector2.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LoadRequired(System.String)">
			<summary>Load a built-in resource that has to be there.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherRays">
			<summary>Number of rays used in the final gather integrator.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showDynamicObjectBounds">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.Load(System.String)">
			<summary>Load a built-in resource.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPortals">
			<summary>If set to true, visualization of portals is enabled.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector2Field(UnityEngine.GUIContent,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Make an X &amp; Y field for entering a Vector2.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherContrastThreshold">
			<summary>Contrast threshold between neighbouring surface points.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.Load(System.String,System.Type)">
			<summary>Load a built-in resource.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showVisibilityLines">
			<summary>If set to true, visualization of portals is enabled.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherGradientThreshold">
			<summary>Controls how the irradiance gradient is used in the interpolation.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector3Field(System.String,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showGeometryCulling">
			<summary>If set to true, culling of geometry is enabled.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherInterpolationPoints">
			<summary>The number of final gather points to interpolate between.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.isPreviewOcclusionCullingCameraInPVS">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.PingObject(UnityEngine.Object)">
			<summary>Ping an object in a window like clicking it in an inspector.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector3Field(UnityEngine.GUIContent,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoAmount">
			<summary>Controls how much Ambient Occlusion to blend into the Final Gather solution.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.previewOcclusionCamera">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoMaxDistance">
			<summary>Beyond this distance a ray is considered to be unoccluded.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.PingObject(System.Int32)">
			<summary>Ping an object in a window like clicking it in an inspector.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector4Field(System.String,UnityEngine.Vector4,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, Z &amp; W field for entering a Vector4.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoContrast">
			<summary>Controls the look of the transition from black to white.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.lockAtlas">
			<summary>If enabled, Beast atlasing won't be run and lightmap indices, tiling and offset won't be modified on Mesh Renderers.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.focusedWindow">
			<summary>The EditorWindow which currently has keyboard focus. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.padding">
			<summary>Texel separation between shapes.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.mouseOverWindow">
			<summary>The EditorWindow currently under the mouse cursor. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.minSize">
			<summary>The minimum size of this window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(System.String,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.GUIContent,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.maxSize">
			<summary>The maximum size of this window.</summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTarget(UnityEditor.BuildTarget)">
			<summary>Select a new build target to be active.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.title">
			<summary>The title of this window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(System.String,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.GUIContent,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.depthBufferBits">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.GetBuildLocation(UnityEditor.BuildTarget)">
			<summary>Get the current location for the build.</summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.SetBuildLocation(UnityEditor.BuildTarget,System.String)">
			<summary>Set a new location for the build.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.antiAlias">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,System.Boolean,System.Boolean)">
			<summary>Render all ingame cameras.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFilter">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,UnityEngine.Rect,System.Boolean,System.Boolean)">
			<summary>Render all ingame cameras.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.QueueGameViewInputEvent(UnityEngine.Event)">
			<summary>Send an input event into the game.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapEnabled">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.position">
			<summary>The position of the window in screen space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.BeginWindows()">
			<summary>Mark the beginning area of all popup windows.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.generateMipsInLinearSpace">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.linearTexture">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.EndWindows()">
			<summary>Close a window group started with EditorWindow.BeginWindows.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="T:UnityEditor.ShaderUtil">
			<summary>Utility functions to assist with working with shaders from the editor.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.fadeOut">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.borderMipmap">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single)">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="T:UnityEditor.AndroidPreferredInstallLocation">
			<summary>Preferred application install location.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls()">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowNotification(UnityEngine.GUIContent)">
			<summary>Show a notification message.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceStart">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single,System.Single)">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.RemoveNotification()">
			<summary>Stop showing notification message.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceEnd">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ResolutionDialogSetting">
			<summary>Resolution dialog setting.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object)">
			<summary>Make an inspector-window-like titlebar.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.convertToNormalMap">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.normalMap">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.AndroidShowActivityIndicatorOnLoading">
			<summary>Application should show ActivityIndicator when loading.</summary>
		</member>
		<member name="P:UnityEditor.ShaderUtil.hardwareSupportsRectRenderTexture">
			<summary>Does the current hardware support render textues.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.heightmapScale">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.normalMapFilter">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object[])">
			<summary>Make an inspector-window-like titlebar.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.grayscaleToAlpha">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.readable">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.textureFormat">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.maxTextureSize">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.AspectRatio">
			<summary>Aspect ratio.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.npotScale">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.lightmap">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.TargetGlesGraphics">
			<summary>Target GLES graphics.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.CommandEvent(System.String)">
			<summary>Creates an event.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.generateCubemap">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowTab()">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.MacFullscreenMode">
			<summary>Mac fullscreen mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType)">
			<summary>Make a help box with a message to the user.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Focus()">
			<summary>Moves keyboard focus to this EditorWindow.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType,System.Boolean)">
			<summary>Make a help box with a message to the user.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color)">
			<summary>Draw a color swatch.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.seamlessCubemap">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Space()">
			<summary>Make a small space between the previous control and the following.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyCount(UnityEngine.Shader)">
			<summary>Get the number of properties in Shader s.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowUtility()">
			<summary>Show the EditorWindow as a floating utility window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color,System.Boolean)">
			<summary>Draw a color swatch.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.filterMode">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.D3D9FullscreenMode">
			<summary>Direct3D 9 fullscreen mode.</summary>
		</member>
		<member name="T:UnityEditor.PlayerSettings/SamsungTV">
			<summary>Interace into SamsungTV specific functionality.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetResolution">
			<summary>Deployment target iOS device resolution.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyDescription(UnityEngine.Shader,System.Int32)">
			<summary>Get the description of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color)">
			<summary>Draw a curve swatch.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowPopup()">
			<summary>Used for popup style windows.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(System.String,System.Boolean)">
			<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
		</member>
		<member name="T:UnityEditor.PreferenceItem">
			<summary>The PreferenceItem attribute allows you to add preferences sections to the Preferences Window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(UnityEngine.GUIContent,System.Boolean)">
			<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2,UnityEditor.PopupLocationHelper/PopupLocation[])">
			<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
		</member>
		<member name="T:UnityEditor.UIOrientation">
			<summary>Default mobile device orientation.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.aniso">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw a curve swatch.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyName(UnityEngine.Shader,System.Int32)">
			<summary>Get the name of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapBias">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndToggleGroup()">
			<summary>Close a group started with BeginToggleGroup.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Show()">
			<summary>Show the EditorWindow.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.wrapMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyType(UnityEngine.Shader,System.Int32)">
			<summary>Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="T:UnityEditor.StrippingLevel">
			<summary>Managed code stripping level.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Show(System.Boolean)">
			<summary>Show the EditorWindow.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.compressionQuality">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAuxWindow()">
			<summary>Show the editor window in the auxiliary window.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetRangeLimits(UnityEngine.Shader,System.Int32,System.Int32)">
			<summary>Get Limits for a range property at index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RGBToHSV(UnityEngine.Color,System.Single&,System.Single&,System.Single&)">
			<summary>Convert a color from RGB to HSV color space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteMode">
			<summary>Sprite texture import mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndHorizontal()">
			<summary>Close a group started with BeginHorizontal.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spritePixelsToUnits">
			<summary>Scale factor between pixels in the sprite graphic and world space units.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteExtrude">
			<summary>The number of blank pixels to leave between the edge of the graphic and the mesh.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteMeshType">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteAlignment">
			<summary>Edge-relative alignment of the sprite graphic.</summary>
		</member>
		<member name="T:UnityEditor.ScriptableWizard">
			<summary>Derive from this class to create an editor wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndVertical()">
			<summary>Close a group started with BeginVertical.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spritePivot">
			<summary>Pivot point of the Sprite relative to its graphic's rectangle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.HSVToRGB(System.Single,System.Single,System.Single)">
			<summary>Convert a set of HSV values to an RGB Color.</summary>
		</member>
		<member name="T:UnityEditor.iOSStatusBarStyle">
			<summary>iOS status bar style.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetTexDim(UnityEngine.Shader,System.Int32)">
			<summary>Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="T:UnityEditor.ScriptCallOptimizationLevel">
			<summary>Script call optimization level.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteBorder">
			<summary>Border sizes of the generated sprites.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.IsShaderPropertyHidden(UnityEngine.Shader,System.Int32)">
			<summary>Is the shader propery at index propertyIdx of Shader s hidden?</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor)">
			<summary>Add a custom mouse pointer to a control.</summary>
		</member>
		<member name="T:UnityEditor.iOSSdkVersion">
			<summary>Supported iOS SDK versions.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow()">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="T:UnityEditor.AndroidSplashScreenScale">
			<summary>Android splash screen scale modes.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor,System.Int32)">
			<summary>Add a custom mouse pointer to a control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.helpString">
			<summary>Allows you to set the help text of the wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetOSVersion">
			<summary>Supported iOS deployment versions.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.errorString">
			<summary>Allows you to set the error text of the wizard.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.isValid">
			<summary>Allows you to enable and disable the wizard create button, so that the user can not click it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndScrollView()">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndScrollView(System.Boolean)">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.ShowObjectPicker(UnityEngine.Object,System.Boolean,System.String,System.Int32)">
			<summary>Show the object picker from code.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerObject()">
			<summary>The object currently selected in the object picker.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_0">
			<summary>iOS 4.0.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_1">
			<summary>iOS 4.1.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="T:UnityEditor.ApiCompatibilityLevel">
			<summary>.NET API compatibility level.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_2">
			<summary>iOS 4.2.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerControlID()">
			<summary>The controlID of the currently showing object picker.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_3">
			<summary>iOS 4.3.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_0">
			<summary>iOS 5.0.</summary>
		</member>
		<member name="T:UnityEditor.PlayerSettings">
			<summary>Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_1">
			<summary>iOS 5.1.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean,System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_6_0">
			<summary>iOS 6.0.</summary>
		</member>
		<member name="T:UnityEditor.MessageType">
			<summary>User message types.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen(System.Type)">
			<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_0">
			<summary>iOS 7.0.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="T:UnityEditor.EditorSkin">
			<summary>Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetDevice">
			<summary>Target iOS device.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPhoneOnly">
			<summary>iPhone/iPod Only.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPadOnly">
			<summary>iPad Only.</summary>
		</member>
		<member name="T:UnityEditor.SerializedPropertyType">
			<summary>Type of a SerializedProperty.</summary>
		</member>
		<member name="T:UnityEditor.MouseCursor">
			<summary>Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPhoneAndiPad">
			<summary>Universal : iPhone/iPod + iPad.</summary>
		</member>
		<member name="T:UnityEditor.iOSShowActivityIndicatorOnLoading">
			<summary>Activity Indicator on loading.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginFadeGroup(System.Single)">
			<summary>Begins a group that can be be hidden/shown and the transition will be animated.</summary>
		</member>
		<member name="T:UnityEditor.SerializedObject">
			<summary>SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndFadeGroup()">
			<summary>Closes a group started with BeginFadeGroup.</summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.targetObject">
			<summary>The inspected object (Read Only).</summary>
		</member>
		<member name="T:UnityEditor.AndroidTargetDevice">
			<summary>Target Android device architecture.</summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.targetObjects">
			<summary>The inspected objects (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.CreateShaderAsset(System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.GizmoType">
			<summary>Determines how a gizmo is drawn or picked in the Unity editor.</summary>
		</member>
		<member name="T:UnityEditor.DrawCameraMode">
			<summary>Drawing modes for Handles.DrawCamera.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen()">
			<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.UpdateShaderAsset(UnityEngine.Shader,System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.AndroidSdkVersions">
			<summary>Supported Android SDK versions.</summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.isEditingMultipleObjects">
			<summary>Does the serialized object represents multiple objects due to multi-object editing? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="T:UnityEditor.DrawGizmo">
			<summary>The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.Equal(UnityEditor.TextureImporterSettings,UnityEditor.TextureImporterSettings)">
			<summary>Test texture importer settings for equality.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.Update()">
			<summary>Update serialized object's representation.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.CopyTo(UnityEditor.TextureImporterSettings)">
			<summary>Copy parameters into another TextureImporterSettings object.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.ApplyTextureType(UnityEditor.TextureImporterType,System.Boolean)">
			<summary>Configure parameters to import a texture for a purpose of type, as described here.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="T:UnityEditor.TextureImportInstructions">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.GenericMenu">
			<summary>The GenericMenu lets you create a custom context and dropdown menus.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String,UnityEngine.GUIStyle)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Close()">
			<summary>Close the editor window.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction)">
			<summary>Add an item to the menu.</summary>
		</member>
		<member name="T:UnityEditor.EditorPrefs">
			<summary>Stores and accesses Unity editor preferences.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Repaint()">
			<summary>Make the window repaint.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction2,System.Object)">
			<summary>Add an item to the menu.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddDisabledItem(UnityEngine.GUIContent)">
			<summary>Add a disabled item to the menu.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.SetIsDifferentCacheDirty()">
			<summary>Update hasMultipleDifferentValues cache on the next /Update()/ call.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddSeparator(System.String)">
			<summary>Add a seperator item to the menu.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetInt(System.String,System.Int32)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.UpdateIfDirtyOrScript()">
			<summary>Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script.</summary>
		</member>
		<member name="T:UnityEditor.NavMeshBuilder">
			<summary>Navigation mesh builder interface.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.GetItemCount()">
			<summary>Get number of items in the menu.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.compressedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetInt(System.String,System.Int32)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.ShowAsContext()">
			<summary>Show the menu under the mouse.</summary>
		</member>
		<member name="P:UnityEditor.NavMeshBuilder.isRunning">
			<summary>Returns true if an asynchronous build is still running.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.uncompressedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetInt(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.DropDown(UnityEngine.Rect)">
			<summary>Show the menu at the given screen rect.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.recommendedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.BuildNavMesh()">
			<summary>Build the Navmesh.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.GetIterator()">
			<summary>Get the first serialized property.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.desiredFormat">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.GenericMenu/MenuItem">
			<summary>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.usageMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.BuildNavMeshAsync()">
			<summary>Build the Navmesh Asyncronously.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetFloat(System.String,System.Single)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.colorSpace">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.ClearAllNavMeshes()">
			<summary>Clear all Navmeshes.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String,System.Single)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.width">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.height">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.compressionQuality">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.FindProperty(System.String)">
			<summary>Find serialized property by name.</summary>
		</member>
		<member name="T:UnityEditor.ViewTool">
			<summary>Enum for Tools.viewTool.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetString(System.String,System.String)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetString(System.String,System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetString(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.Cancel()">
			<summary>Cancel Navmesh construction.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.ApplyModifiedProperties()">
			<summary>Apply property modifications.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetBool(System.String,System.Boolean)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="T:UnityEditor.FileUtil">
			<summary>Lets you do move, copy, delete operations over files or directories.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetBool(System.String,System.Boolean)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="T:UnityEditor.AudioImporterFormat">
			<summary>Imported audio format for AudioImporter.</summary>
		</member>
		<member name="T:UnityEditor.LODUtility">
			<summary>LOD Utility Helpers.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetBool(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="T:UnityEditor.PivotMode">
			<summary>Where is the tool handle placed.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.CopyFromSerializedProperty(UnityEditor.SerializedProperty)">
			<summary>Copies a value from a SerializedProperty to the same serialized property on this serialized object.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.HasKey(System.String)">
			<summary>Returns true if key exists in the preferences.</summary>
		</member>
		<member name="T:UnityEditor.GameObjectUtility">
			<summary>GameObject utility functions.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.DeleteKey(System.String)">
			<summary>Removes key and its corresponding value from the preferences.</summary>
		</member>
		<member name="T:UnityEditor.AudioImporterLoadType">
			<summary>The way we load audio assets AudioImporter.</summary>
		</member>
		<member name="T:UnityEditor.PivotRotation">
			<summary>How is the tool handle oriented.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.SendEvent(UnityEngine.Event)">
			<summary>Sends an Event to a window.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.DeleteAll()">
			<summary>Removes all keys and values from the preferences. Use with caution.</summary>
		</member>
		<member name="T:UnityEditor.SerializedProperty">
			<summary>SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
		</member>
		<member name="T:UnityEditor.ShaderImporter">
			<summary></summary>
		</member>
		<member name="T:AssetModificationProcessor">
			<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.GetShader()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.LODUtility.CalculateLODGroupBoundingBox(UnityEngine.LODGroup)">
			<summary>Recalculate the bounding region for the given LODGroup.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.serializedObject">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.AssetModificationProcessor">
			<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
		</member>
		<member name="T:UnityEditor.Help">
			<summary>Helper class to access Unity documentation.</summary>
		</member>
		<member name="T:UnityEditor.CustomEditor">
			<summary>Tells an Editor class which run-time type it's an editor for.</summary>
		</member>
		<member name="T:UnityEditor.AssetPostprocessor">
			<summary>AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.</summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.SetDefaultTextures(System.String[],UnityEngine.Texture[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object)">
			<summary>Is there a help page for this object?</summary>
		</member>
		<member name="P:UnityEditor.AssetPostprocessor.assetPath">
			<summary>The path name of the asset being imported.</summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.GetDefaultTexture(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object,System.Boolean)">
			<summary>Is there a help page for this object?</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasMultipleDifferentValues">
			<summary>Does this property represent multiple different values due to multi-object editing? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.AssetPostprocessor.assetImporter">
			<summary>Reference to the asset importer.</summary>
		</member>
		<member name="T:UnityEditor.Tool">
			<summary>Which tool is active in the editor.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.name">
			<summary>Name of the property. (Read Only)</summary>
		</member>
		<member name="T:UnityEditor.AudioImporter">
			<summary>Audio importer lets you modify AudioClip import settings from editor scripts.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.type">
			<summary>Type name of the property. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.Help.ShowHelpForObject(UnityEngine.Object)">
			<summary>Show help page for this object.</summary>
		</member>
		<member name="T:UnityEditor.Tools">
			<summary>Class used to manipulate the tools used in Unity's Scene View.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.format">
			<summary>Format of imported audio.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.tooltip">
			<summary>Tooltip of the property. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.Help.ShowHelpPage(System.String)">
			<summary>Show a help page.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String)">
			<summary>Logs an import warning to the console.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.compressionBitrate">
			<summary>Compression bitrate.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String,UnityEngine.Object)">
			<summary>Logs an import warning to the console.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.depth">
			<summary>Nesting depth of the property. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String)">
			<summary>Logs an import error message to the console.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.threeD">
			<summary>Is this clip a 2D or 3D sound?</summary>
		</member>
		<member name="T:UnityEditor.MaterialProperty">
			<summary>Describes information and value of a single shader property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String,UnityEngine.Object)">
			<summary>Logs an import error message to the console.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.GetVersion()">
			<summary>Returns the version of the asset postprocessor.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.propertyPath">
			<summary>Full path of the property. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.Help.BrowseURL(System.String)">
			<summary>Open url in the default web browser.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.forceToMono">
			<summary>Force this clip to mono?</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.GetPostprocessOrder()">
			<summary>Override the order in which importers are processed.</summary>
		</member>
		<member name="T:UnityEditor.ObjectNames">
			<summary>Helper class for constructing displayable names for objects.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.editable">
			<summary>Is this property editable? (Read Only)</summary>
		</member>
		<member name="T:UnityEditor.AssetImporter">
			<summary>Base class from which asset importers for specific asset types derive.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.hardware">
			<summary>Use hardware voice/decoder if available.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.loadType">
			<summary>Set/get the way Unity is loading the Audio data.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isAnimated">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.AssetImporter.assetPath">
			<summary>The path name of the asset for this importer. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.NicifyVariableName(System.String)">
			<summary>Make a displayable name for a variable.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.loopable">
			<summary>Is this clip loopable?</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isExpanded">
			<summary>Is this property expanded in the inspector?</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetInspectorTitle(UnityEngine.Object)">
			<summary>Inspector title for an object.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasChildren">
			<summary>Does it have child properties? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasVisibleChildren">
			<summary>Does it have visible child properties? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.targets">
			<summary>Material objects being edited by this property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isInstantiatedPrefab">
			<summary>Is property part of a prefab instance? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.type">
			<summary>Type of the property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.prefabOverride">
			<summary>Is property's value different from the prefab it belongs to?</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetClassName(UnityEngine.Object)">
			<summary>Class name of an object.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.propertyType">
			<summary>Type of this property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.name">
			<summary>Name of the property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.displayName">
			<summary>Display name of the property (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetDragAndDropTitle(UnityEngine.Object)">
			<summary>Drag and drop title for an object.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.flags">
			<summary>Flags that control how property is displayed (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.SetNameSmart(UnityEngine.Object,System.String)">
			<summary>Sets the name of an Object.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.intValue">
			<summary>Value of an integer property.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureDimension">
			<summary>Texture dimension (2D, Cubemap etc.) of the property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.boolValue">
			<summary>Value of a boolean property.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.rangeLimits">
			<summary>Min/max limits of a ranged float property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.AssetImporter.userData">
			<summary>Get or set any user data.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.floatValue">
			<summary>Value of a float property.</summary>
		</member>
		<member name="T:UnityEditor.DragAndDropVisualMode">
			<summary>Visual indication mode for Drag &amp; Drop operation.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.hasMixedValue">
			<summary>Does this property have multiple different values? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.applyPropertyCallback">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.DragAndDrop">
			<summary>Editor drag &amp; drop operations.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.colorValue">
			<summary>Color value of the property.</summary>
		</member>
		<member name="T:UnityEditor.BaseHierarchySort">
			<summary>The base class used to create new sorting.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.vectorValue">
			<summary>Vector value of the property.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.objectReferences">
			<summary>References to objects being dragged.</summary>
		</member>
		<member name="P:UnityEditor.BaseHierarchySort.content">
			<summary>The content to display to quickly identify the hierarchy's mode.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.floatValue">
			<summary>Float vaue of the property.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.paths">
			<summary>The file names being dragged.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.visualMode">
			<summary>The visual indication of the drag.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.stringValue">
			<summary>Value of a string property.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.activeControlID">
			<summary>Get or set ID of currently active drag and drop control.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureValue">
			<summary>Texture value of the property.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureScaleAndOffset">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BaseHierarchySort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary>The sorting method used to determine the order of GameObjects.</summary>
		</member>
		<member name="P:UnityEditor.Tools.current">
			<summary>The tool that is currently selected for the Scene View.</summary>
		</member>
		<member name="P:UnityEditor.Tools.viewTool">
			<summary>The option that is currently active for the View tool in the Scene view.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.colorValue">
			<summary>Value of a color property.</summary>
		</member>
		<member name="M:UnityEditor.AssetImporter.GetAtPath(System.String)">
			<summary>Retrieves the asset importer for the asset at path.</summary>
		</member>
		<member name="T:UnityEditor.TransformSort">
			<summary>Is the default sorting method used by the hierarchy.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.animationCurveValue">
			<summary>Value of a animation curve property.</summary>
		</member>
		<member name="T:UnityEditor.AssetPreview">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.Tools.handlePosition">
			<summary>The position of the tool handle in world space.</summary>
		</member>
		<member name="P:UnityEditor.TransformSort.content">
			<summary>Content to visualize the transform sorting method.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.PrepareStartDrag()">
			<summary>Clears drag &amp; drop data.</summary>
		</member>
		<member name="P:UnityEditor.Tools.pivotMode">
			<summary>Are we in Center or Pivot mode.</summary>
		</member>
		<member name="P:UnityEditor.Tools.handleRotation">
			<summary>The rotation of the tool handle in world space.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(UnityEngine.Object)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.StartDrag(System.String)">
			<summary>Start a drag operation.</summary>
		</member>
		<member name="P:UnityEditor.Tools.pivotRotation">
			<summary>What's the rotation of the tool handle.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="T:UnityEditor.AlphabeticalSort">
			<summary>Hierarchy sort method to allow for items and their children to be sorted alphabetically.</summary>
		</member>
		<member name="P:UnityEditor.Tools.hidden">
			<summary>Hides the Tools(Move, Rotate, Resize) on the Scene view.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32,System.Int32)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.objectReferenceValue">
			<summary>Value of an object reference property.</summary>
		</member>
		<member name="P:UnityEditor.Tools.visibleLayers">
			<summary>Which layers are visible in the scene view.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.Tools.lockedLayers">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.objectReferenceInstanceIDValue">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.AlphabeticalSort.content">
			<summary>Content to visualize the alphabetical sorting method.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32,System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AlphabeticalSort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary>Sort the gameobjects by name.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.enumValueIndex">
			<summary>Enum index of an enum property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.enumNames">
			<summary>Names of enumeration of an enum property.</summary>
		</member>
		<member name="T:UnityEditor.MovieImporter">
			<summary>AssetImporter for importing MovieTextures.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector2Value">
			<summary>Value of a 2D vector property.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector3Value">
			<summary>Value of a 3D vector property.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.AcceptDrag()">
			<summary>Accept a drag operation.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.GetGenericData(System.String)">
			<summary>Get data associated with current drag and drop operation.</summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.quality">
			<summary>Quality setting to use when importing the movie. This is a float value from 0 to 1.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector4Value">
			<summary>Value of a 4D vector property.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.SetGenericData(System.String,System.Object)">
			<summary>Set data associated with current drag and drop operation.</summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.linearTexture">
			<summary>Is this a linear texture or an sRGB texture (Only used when performing linear rendering).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.quaternionValue">
			<summary>Value of a quaternion property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniThumbnail(UnityEngine.Object)">
			<summary>Returns the thumbnail for an object (like the ones you see in the project view).</summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.duration">
			<summary>Duration of the Movie to be imported in seconds.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.rectValue">
			<summary>Value of a rectangle property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(System.Type)">
			<summary>Returns the thumbnail for the type.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.boundsValue">
			<summary>Value of bounds property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(UnityEngine.Object)">
			<summary>Returns the thumbnail for the type.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isArray">
			<summary>Is this property an array? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.arraySize">
			<summary>The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects.</summary>
		</member>
		<member name="T:UnityEditor.FontTextureCase">
			<summary>Texture case constants for TrueTypeFontImporter.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Dispose()">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.MonoScript">
			<summary>Representation of Script assets.</summary>
		</member>
		<member name="M:UnityEditor.MaterialProperty.ReadFromMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MonoScript.GetClass()">
			<summary>Returns the System.Type object of the class implemented by this script.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.EqualContents(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
			<summary>See if contained serialized properties are equal.</summary>
		</member>
		<member name="M:UnityEditor.MaterialProperty.WriteToMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock,System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MonoScript.FromMonoBehaviour(UnityEngine.MonoBehaviour)">
			<summary>Returns the MonoScript object containing specified MonoBehaviour.</summary>
		</member>
		<member name="M:UnityEditor.MonoScript.FromScriptableObject(UnityEngine.ScriptableObject)">
			<summary>Returns the MonoScript object containing specified ScriptableObject.</summary>
		</member>
		<member name="T:UnityEditor.FontRenderingMode">
			<summary>Font rendering mode constants for TrueTypeFontImporter.</summary>
		</member>
		<member name="T:UnityEditor.CurveWrapper/SelectionMode">
			<summary>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</summary>
		</member>
		<member name="T:UnityEditor.TrueTypeFontImporter">
			<summary>AssetImporter for importing Fonts.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontSize">
			<summary>Font size to use for importing the characters.</summary>
		</member>
		<member name="T:UnityEditor.HighlightSearchMode">
			<summary>Used to specify how to find a given element in the editor to highlight.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontTextureCase">
			<summary>Use this to adjust which characters should be imported.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.includeFontData">
			<summary>If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontNames">
			<summary>An array of font names, to be used when includeFontData is set to false.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.customCharacters">
			<summary>A custom set of characters to be included in the Font Texture.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontTTFName">
			<summary>The internal font name of the TTF file.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.characterSpacing">
			<summary>Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.characterPadding">
			<summary>Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontRenderingMode">
			<summary>Font rendering mode to use for this font.</summary>
		</member>
		<member name="M:UnityEditor.TrueTypeFontImporter.GenerateEditableFont(System.String)">
			<summary>Create an editable copy of the font asset at path.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Next(System.Boolean)">
			<summary>Move to next property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.NextVisible(System.Boolean)">
			<summary>Move to next visible property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Reset()">
			<summary>Move to first property of the object.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.CountRemaining()">
			<summary>Count remaining visible properties.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.CountInProperty()">
			<summary>Count visible children of this property, including this property itself.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Copy()">
			<summary>Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DuplicateCommand()">
			<summary>Duplicates the serialized property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DeleteCommand()">
			<summary>Deletes the serialized property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.FindPropertyRelative(System.String)">
			<summary>Retrieves the SerializedProperty at a relative path to the current property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEndProperty()">
			<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEndProperty(System.Boolean)">
			<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEnumerator()">
			<summary>Retrieves an iterator that allows you to iterator over the current nexting of a serialized property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)">
			<summary>Returns the element at the specified index in the array.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.InsertArrayElementAtIndex(System.Int32)">
			<summary>Insert an empty element at the specified index in the array.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DeleteArrayElementAtIndex(System.Int32)">
			<summary>Delete the element at the specified index in the array.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.ClearArray()">
			<summary>Remove all elements from the array.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.MoveArrayElement(System.Int32,System.Int32)">
			<summary>Move an array element from srcIndex to dstIndex.</summary>
		</member>
		<member name="T:UnityEditor.SubstanceImporter">
			<summary>The SubstanceImporter class lets you access the imported ProceduralMaterial instances.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetPrototypeNames()">
			<summary>Get a list of the names of the ProceduralMaterial prototypes in the package.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialCount()">
			<summary>Get the number of ProceduralMaterial instances.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterials()">
			<summary>Get an array with the ProceduralMaterial instances.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.CloneMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Clone an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.InstantiateMaterial(System.String)">
			<summary>Instantiate a new ProceduralMaterial instance from a prototype.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.DestroyMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Destroy an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.ResetMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Reset the ProceduralMaterial to its default values.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.RenameMaterial(UnityEngine.ProceduralMaterial,System.String)">
			<summary>Rename an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.OnShaderModified(UnityEngine.ProceduralMaterial)">
			<summary>After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialOffset(UnityEngine.ProceduralMaterial)">
			<summary>Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetMaterialOffset(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
			<summary>Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialScale(UnityEngine.ProceduralMaterial)">
			<summary>Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetMaterialScale(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
			<summary>Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetGenerateAllOutputs(UnityEngine.ProceduralMaterial)">
			<summary>Check if the ProceduralMaterial needs to force generation of all its outputs.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetGenerateAllOutputs(UnityEngine.ProceduralMaterial,System.Boolean)">
			<summary>Specify if the ProceduralMaterial needs to force generation of all its outputs.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetAnimationUpdateRate(UnityEngine.ProceduralMaterial)">
			<summary>Get the ProceduralMaterial animation update rate in millisecond.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetAnimationUpdateRate(UnityEngine.ProceduralMaterial,System.Int32)">
			<summary>Set the ProceduralMaterial animation update rate in millisecond.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetGenerateMipMaps(UnityEngine.ProceduralMaterial)">
			<summary>Return true if the mipmaps are generated for this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetGenerateMipMaps(UnityEngine.ProceduralMaterial,System.Boolean)">
			<summary>Force the generation of mipmaps for this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String)">
			<summary>Get the alpha source of the given texture in the ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String,UnityEngine.ProceduralOutputType)">
			<summary>Set the alpha source of the given texture in the ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetPlatformTextureSettings(System.String,System.String,System.Int32&,System.Int32&,System.Int32&,System.Int32&)">
			<summary>Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior).</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetPlatformTextureSettings(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior).</summary>
		</member>
		<member name="T:UnityEditor.SubstanceArchive">
			<summary>Class for Substance Archive handling.</summary>
		</member>
		<member name="T:UnityEditor.SelectionMode">
			<summary>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</summary>
		</member>
		<member name="T:UnityEditor.Selection">
			<summary>Access to the selection in the editor.</summary>
		</member>
		<member name="P:UnityEditor.Selection.transforms">
			<summary>Returns the top level selection, excluding prefabs.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeTransform">
			<summary>Returns the active transform. (The one shown in the inspector).</summary>
		</member>
		<member name="P:UnityEditor.Selection.gameObjects">
			<summary>Returns the actual game object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeGameObject">
			<summary>Returns the active game object. (The one shown in the inspector).</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeObject">
			<summary>Returns the actual object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeInstanceID">
			<summary>Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.objects">
			<summary>The actual unfiltered selection from the Scene.</summary>
		</member>
		<member name="P:UnityEditor.Selection.instanceIDs">
			<summary>The actual unfiltered selection from the Scene returned as instance ids instead of objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.assetGUIDs">
			<summary>Returns the guids of the selected assets.</summary>
		</member>
		<member name="M:UnityEditor.Selection.Contains(System.Int32)">
			<summary>Returns whether an object is contained in the current selection.</summary>
		</member>
		<member name="M:UnityEditor.Selection.Contains(UnityEngine.Object)">
			<summary>Returns whether an object is contained in the current selection.</summary>
		</member>
		<member name="M:UnityEditor.Selection.GetTransforms(UnityEditor.SelectionMode)">
			<summary>Allows for fine grained control of the selection type using the SelectionMode bitmask.</summary>
		</member>
		<member name="M:UnityEditor.Selection.GetFiltered(System.Type,UnityEditor.SelectionMode)">
			<summary>Returns the current selection filtered by type and mode.</summary>
		</member>
		<member name="T:UnityEditor.EditorUtility">
			<summary>Editor utility functions.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.RevealInFinder(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetDirty(UnityEngine.Object)">
			<summary>Marks target object as dirty.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.IsPersistent(UnityEngine.Object)">
			<summary>Determines if an object is stored on disk.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String,System.String)">
			<summary>Displays a modal dialog.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String)">
			<summary>Displays a modal dialog.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialogComplex(System.String,System.String,System.String,System.String,System.String)">
			<summary>Displays a modal dialog with three buttons.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.OpenFilePanel(System.String,System.String,System.String)">
			<summary>Displays the "open file" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanel(System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.NaturalCompare(System.String,System.String)">
			<summary>Human-like sorting.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.OpenFolderPanel(System.String,System.String,System.String)">
			<summary>Displays the "open folder" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFolderPanel(System.String,System.String,System.String)">
			<summary>Displays the "save folder" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.InstanceIDToObject(System.Int32)">
			<summary>Translates an instance ID to a reference to an object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,System.Int32)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CopySerialized(UnityEngine.Object,UnityEngine.Object)">
			<summary>Copy all settings of a Unity Object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CollectDependencies(UnityEngine.Object[])">
			<summary>Calculates and returns a list of all assets the assets listed in roots depend on.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CollectDeepHierarchy(UnityEngine.Object[])">
			<summary>Collect all objects in the hierarchy rooted at each of the given objects. This is most useful for linearizing entire GameObject hierarchies including all their components.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssets()">
			<summary>Unloads assets that are not used.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsIgnoreManagedReferences()">
			<summary>Unloads assets that are not used, including the ones that are referenced only from scripts.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayPopupMenu(UnityEngine.Rect,System.String,UnityEditor.MenuCommand)">
			<summary>Displays a popup menu.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.FocusProjectWindow()">
			<summary>Brings the project window to the front and focuses it.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.FormatBytes(System.Int32)">
			<summary>Returns a text for a number of bytes.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayProgressBar(System.String,System.String,System.Single)">
			<summary>Displays or updates a progress bar.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayCancelableProgressBar(System.String,System.String,System.Single)">
			<summary>Displays or updates a progress bar that has a cancel button.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.ClearProgressBar()">
			<summary>Removes progress bar.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.GetObjectEnabled(UnityEngine.Object)">
			<summary>Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button).</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetObjectEnabled(UnityEngine.Object,System.Boolean)">
			<summary>Set the enabled state of the object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)">
			<summary>Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.ExtractOggFile(UnityEngine.Object,System.String)">
			<summary>Saves an AudioClip or MovieTexture to a file.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(System.String,UnityEngine.HideFlags,System.Type[])">
			<summary>Creates a game object with HideFlags and specified components.</summary>
		</member>
		<member name="T:UnityEditor.MenuItem">
			<summary>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</summary>
		</member>
		<member name="T:UnityEditor.MenuCommand">
			<summary>Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute.</summary>
		</member>
		<member name="F:UnityEditor.MenuCommand.context">
			<summary>Context is the object that is the target of a menu command.</summary>
		</member>
		<member name="F:UnityEditor.MenuCommand.userData">
			<summary>An integer for passing custom information to a menu item.</summary>
		</member>
	</members>
</doc>
